Thursday, 9 April 2026

6-Room Dungeon 7: Underland Cavern




































Redbrick
Goblin Mine
Gothic Tomb
Magic Mansion
Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

Possible extra tables for each category
d12 factions
d12 factions

Has fun with my weekly club D&D and a cthulhu session with all women players (one played a woman as a agatha christie style mystery writer). Reading current dragon adventure book and its quite fun and modern and like the different art styles - i will use some of these soon. They are fun which reviews seem to not mention.

Underland Cavern
This is the deep caves where beings of the deep dwell and not just visited by fearful surface adventurers. Weird creatures dwell here and may preserve creatures lost on the surface world. Beings from the age of darkness were driven below when that age ended and great floods drove others into the underland. As many of the prehuman and fey beings of the deep tend to be horrible, they often trade in slaves from the surface or far away lands. Many weird factions below wage trade and war constantly and most have a sense of preservation and curiosity. Various factions will determine what pets, allies and servitors will be with any intelligent force. Some might have declined or mutated from isolation or lack of change

d12 Underland Cavern Decor
1 Dripping stalagmites, stalagtites
 and natural stone pillars
2 Petrified trees or animal fossils from the prehuman age
3 Bubbling water or mud pools
4 Flowing or dripping water or pools
5 Ancient cave paintings or relief rock art
6 Remains of campfire or burned-out torches or lanterns
7 Luminous fungus, fish, spores or bugs
8 Sinkhole or shaft up or down
9 Fungus garden full of giant vermin or tended neatly
10 Stone bridge over deadly chasm
12 Writing or marks from past explorers

d12 Underland Cavern Hazards
1 Shaft to climb up or down
2 Dangerous vapours possibly poison, diseased or flammable
3 Chasm over lava, spikes, a bottomless pit or water, with a feeble rope or a stone bridge
4 Pool or a stream of boiling water, mud or lava
5 Toxic minerals, salts or nitrates and mineralised creatures and lurid colours
6 Nest or colony of vermin like bats. easily startled
7 Cave ambush predator concealed
8 Series of tight squeezes or semi-collapsed areas
9 Natural deadfall of rubble or some deliberate trap
10 Deadly fungus, mould, spores or killer slime. Poisonous or carnivorous or full of dangerous creatures. In rare cases of unnatural magic, light may have ancient plant life instead
12 Ancient slumbering colossal monster

d12 Underland Cavern Encounter
1 Giant beetles or worms or scorpions or spiders
2 Giant rats or bats or carnivorous moles
3 Bears, owlbears or hook-handed horrors
4 Undead looking for human, may be fungal or parasitic based
5 Giant amphibians, frogs, toads or salamanders
6 Reptilians like albino dinosaurs, giant lizards or snakes
7 Giant isopods rolling along in balls
8 Abhumanoid or demihuman locals (trabal or civilised)
9 Lost explorers or cultists oe escaped slaves
10 Elemental earth creature from a plane or a hybrid with an animal
12 Land sharks or gigantic bug or worm

d12 Underland Cavern Static Encounters
1 Living statues
2 Giant slugs or snails grazing on fungus
3 Mixed giant vermin, including leeches, crickets, beetles and centipedes
Cave fisher or giant cave lobster pool
5 Tentacled horror of the deep, covered in eyes and gibbering mouths
6 Lycanthrope (d4 1=bat 2=spider 3=snake 4=rat)
7 Roper, mimic, trapper or piercer hidden as natural formations
8 Fungus or slime creatures
9 Dark fey, including elves and goblins, kin to fungi and with a pet
10 Elemental being most likely earth
12 Evil spirit or demon

d12 Underland Cavern Entry
1 Beast den cave with nest and food scraps. Possibly hunting or at home, and might have a mated pair and children. Older passages branch off and are unused by any beasts
2 Old mine likely abandoned, but has passages linking to natural tunnels. Often rubble, tools and old beams lay about, even workbenches and buckets of rocks. Some kind of miner, human or humanoid may remain or protective mine spirits or undead miners. Other creatures might move in if mine emptied
3 Grotto cave with water and spectacular mineral formations. May be inhabited by a hermit or magical creatures or some spirit. It might often be a shrine and used by cults or rustic magicians. Other cave passages branch from the main room. Magic pools may form in such caves with strange powers. Some have strange lights, mist or crystals
4 Sinkhole into a large cavern with pools and flowing water. Perhaps remains of animals fallen in and perhaps long extinct are here. Vegetation may grow with sufficient light or fungus. Various passages lead out
5 Cave tomb partly carved, possibly simple or ornate, Inside is a chamber of burial niches and a stone sarcophagi and various passages, May be long bare and used as a lair for beasts or bandits or a cult. Sealed complexes more likely to have undead
6 Crack in the earth exposing an underground cave chamber with various passages
7 Tribal cave where a clan of wild folk, beast folk or humanoids dwell. There is cave art, grindstones, flint tools and preserved food. A clan may live here or perhaps just haunted by spirits
8 Gruberhole, a robber's cave where a degenerate clan of robbers dwell, possibly with prisoners and a family. The worst may also be inbred cannibals or cultists. The more professional bandits may be led by a robber knight or outlawed noble
9 Giant burrow of some huge beast into a chamber with more passages and natural caves. It may be present or long extinct. Other creatures may use it as a lair or family home for humanoids. Trolls or giant worms are good creatures to use
10 Temple cave may be minimal or ornate with relief carvings or paintings. An altar, fire pit and idols will be present. Religion might be long gone, have a living cult or perhaps a raiding band of plunderers from the surface or the deep. A cult guardian monster or spirit might guard the temple. There may be rich decorative items hidden here
11 Earth Gate was used by ancient subtereaneans and faerie folk as secret outposts to spy on humans. Often, earthen mounds with some vegetation from afar. The entrance will be partly overgrown and possibly hidden by cunningly hidden doors. These might have even have been used for trade with the surface. Mixed household goods may be scattered in rubble or intact with dust or warm from recent use. Creatures or former pets might live here or servitors like goblins or kobolds. Might be a fully operational spybase of a hidden people with militaristic professionals, or perhaps a family of harmless small folk
12 Hellgate cave used by a cult to depict hell to terrify initiates and captives. The chamber will have passages carved with relief art or paintings of underworld terror. Some may be enhanced with illusions or natural volcanic vents, steam or hallucinogenic vapours. Cults and summoned beings may use or guard, but normal creatures will shun this place. Other passages may have been used by the cult

d12 Subroom
1 Well or shaft down
2 Sinkhole to above
3 Tomb with a body, possibly an undead
4 Fungus room with edible or exotic groths
5 Cell used for prisoners or animals
6 Shrine with idol and altar
7 Quarters with bed and possessions
8 Supply cache 
9 Beast nest, vermin or worse
10 Reliquary with strange, possibly prehistoric ritual items
11 Hibernating creature nest or magical sleeper
12 Colony of fiesty vermin, possibly giant

d12 Major Room
1 Mud cave with a clay pit and slippery mud everywhere, depth may vary and giant bugs and critters may lurk in muddy jholes and pits
Ice cave or freezing air with frozen bodies in ice walls. Some might come here to thaw food or plunder the dead. Cave might be thawing or sensitive to heat brought in it. Heat is drawn out through air currents. May be used as a cool room by a faction or a larder for a monster. Some species may use as a hibernation chamber. Fragile ice crystals may fall, and the remains of the dead here might be undead or have loot
3 Gallery cave with prehistoric art of the underground peoples. Once used for rituals may have poltergeists or lesser spirit
4 Ambush cave where a monster or faction uses a choke point to attack. Some prefer water or height advantage or some hazard to avoid
5 Fungus cave with giant glowing fungus and huge, possibly giant bugs, edible or possibly magic mushrooms or dangerous fungus
6 Shrine cave with stone idol, fire pit, altar and wall art. Offerings may be here and if not abandoned, may have underground peoples visiting for ceremonial reasons
7 Tomb cave with burial niches and possibly undead with grave goods. May have been looted long ago and now monsters or humanoids lair here
8 Fortified cave where a faction built a controlled barricade with wall, a walkway and high points for archers. May be made of bones, scaffolding or garbage. May be abandoned or occupied by a faction
9 Lair cave or a monster or beast with remains of kills and often treasure among body parts
10 Outpost cave, where a faction's scouts camp when checking area, may be well settled or abandoned with traps 
12 Fossil cave with spectacular petrified monsters in walls and trilobites and ammonites everywhere. Just another cave for some but may attract collectors gathering fossils for some purpose

d12 Feature Room
Crystal cave lit by magic light and may have harmonic, mind-altering, or magic effects. Some guardian, researcher or robber may be here to control and steal crystals. The crystal may have magical effects or summon defenders. Explorers will come here to gather materials despite risks. Chrystal life may be hostile 
2 Forest cave with growing and crawling life, may be fungal or have magical lighting and surface world plants. Various creatures will lair here, but it will also attract giant ambush predators and hunters from some faction. Besides food there are magical resources may grow here or unique species. May have fey beings of darkness or spirits who protect it from abuse
3 Lake cave has a vast body of water with at least one rocky island. May be crystal clear or black or green, depending on purity. Blind and luminous fish or invertebrates live in the water. A large marine creature will use this as a lair and may be visited by aquatic humanoids or underground people for supply or ritual purposes. Various creatures come here to drink or reproduce (giant tadpoles!)
4 Temple cave of an ancient underland religion or cult. Had idols, wall art, an altar and stone braziers and possibly cursed treasures. Often has a dangerous guardian or even a cult here performing rituals. Likely to be some hideous alien bastards here but not here for a rejuvenating herbal tea and to cleanse their auras
5 Stronghold cave with a fortified structure like a tower or bridge. Some subterranean folk made this as a bastion or to hold a choke point. May have access to other passages into the deep. May be abandoned and adopted as a monster lair or with undead. Often occupied by underground militaristic faction with guard beasts or a spell slinger
6 Lava cave with a lava pit or river passing through. May be home of a fire beast like salamanders but fire cults or some heat loving humanoids might live here and use as a home base by following lava and vents humans probably cant. May have gems or mineral wealth and may be some crude religious shrine
7 Cathedral cave with awesome vaulted ceiling with spectacular mineral formations and prehistoric or prehuman cave art. May be used as a camp place for travellers or a faction. May be used for rituals by an underland faction
8 Petrified Forest with stone tree trunks and other petrified life from primordial times or from the end of the age of darkness, when many dark creatures died and became stone when the new sun ended that age and buried them. There are magics that can restore life of these beings so wizards or cultists come here to recover long-lost species 
9 Sleepers' cave with sleeping prehuman beings sleeping for some future apocalypse. Giants and other titanic monsters may be in a magical slumber and beings avoid waking them. It might be possible to feed from them or tap their blood. Other beings of prehuman black wizardry may well sleep in crystal sarcophagi or blocks of magic ice. There may be guardians or cultists here but so far nothing for aeons has changed here. There may be stone writing, or magical lanterns or even a shrine here that might control the room 
10 Ancient plaza ruin where prehistoric beings traded and perhaps factions of the deep still do. It's a good place for goblin or troll markets. A faction control the outpost charging fees and executing troublemakers. It may operate more like a crime guild with a boss and enforcers. Long-abandoned, empty ones might have a concealed predator lurking in this seemingly quiet place
11 Spawn pit where a bubbling living lake of liquid flesh with eyes and limbs spawns mostly pathetic, unique mutant creatures who eat each other or luminous moss and bugs. Visitors may be on the menu. Mutant chaos cults may come here to drink from mutagenic puddles for possible new powers or crippling problems. Wizards and alchemists desire samples to create monsters. Worshipers of the lake may be here, throwing victims into the living mass. The lake is some protoplasmic deity and may be leaking in here from some other plane. May be fleshy or glowing or just slime. Oozes and gelatinous creatures might roam here too.  
12 Deep Gate a fortified tunnel to the deep. An ancient millitary faction built it and still may. They might have been replaced several times over the ages or perhaps their servants or pets or devolved descendants rule now. The main gate will be very heavy and the mechanism may require work. A magical leader will rule and demand that strangers present their passports or credentials or just demand a toll. They might also be hungry

Wednesday, 8 April 2026

So we killed it now what? More monster revenge and shopping news




































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Lots of megadungeon kickstarters are currently as its megadungeon month. 
its a bit of a flood - I'm considering a few KS campaigns and Traveller 5th ed D&D
Got my OSE book i wanted and getting land of eem without shitty post rates of usa.
Basically, 3 big online distro stores are affordable post many indy games post doubles book cost and unclear if i can bundle several items under same post. 

I have 17 books i own sitting in uk for over 2 months.

We had a con cancelled because of wild fuel prices made a rural event not happen.

Prices of old game gear second hand getting sillier. Ppl wanting 80-100 for hardbacks, from ad&d to 5th ed, even if item cheaper on amazon. 80s box sets 200-400. My covid buying has had good interest vs my teapots.

Im evaluating some KS campaigns and have a bunch of dnd5 items im watching for prices, most below release prices in shops. Castle Whiterock, mutant spawn of the toad mother, and grim hollow. 

Got Dragon Delves half price and i rate it highly and keen to use one scenario next week. As my Theros game full of giants i might need more dragons in this game and it fits. The giant and dragon lore book has lots of ready to use intersting locations. WelshDM said they should do a book of planar locations and monsters for the current version. Im re-reading Fizban Dragon and Bigby Giant books, lots and using in play often.

I wonder if d&d5.5 will be finished before next version
as in will it revise or expand much on 2014 version
the more books i find on sale the more i will get - at full or wose prices other brands come into view as desirable, like DCC or chaosium books.

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Making a few maps for my weekly d&d5 game 
I prefer writing up as old school as a form of shorthand vs modern huge statblocks
I am feeling better at using monsters and estimating threat levels after a year
I find this easy in BX clones and BRP to make players feel fear

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This is for those cool final monsters and bosses
keep the villainy alive (or undead) with this!
Helps plots happen in a sandbox

d12 So we killed it, now what?
1 Some other monster stalks the smell of blood on treasures
2 Has dangerous parasites or releases disease miasma
3 Someone really wanted an item in the monster's treasure and you beat them to it
4
 It has a relative or friend who swears revenge
5
 It has an extended clan or faction that swears revenge
6
 Local monsters hear of their peer's death and meet to plot against this potential enemy
7 A cult that revered the monster mark killers for death
8 An evil lord or faction leader decides adventurers are a threat to their schemes
9 Hags or witches try to restore the monster's life
10
 Its spirit calls out from beyond for mischief & suffering, may return as a phantom or escape hell transformed. Perhaps supernatural beigs aid it or return it to life
11 A powerful evil regional spirit or evil noble takes notice of this new threat to evil plans
12 A creepy god who nudged the monsters' destiny is displeased and surveils killers

Friday, 3 April 2026

6-Room Dungeon 6: Jungle Shrine




































unauthorised public art by ELK

Redbrick
Goblin Mine
Gothic Tomb
Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

When I rewrite all these in one compilation, I will update the random monster table is for minions and the static monsters for sub bosses in major rooms and bosses in the main rooms. Probably add gossip, mission, corridor variations and some other tables and info. Recommendations welcome.

Jungle Shrine
Since the age of Darkness fell in many parts of the world have remains of their ruins, servants and dead. The vast jungles of the far west and the warring east have many remnants of the age of monster kings. Many great stone statues with passages within, great tombs and plazas surrounded by temples and ziggurats can be found. Great earthworks like walls or gills under tumples are common. Sometimes, older temples or caves are buried underneath. Forbidden Island even has a colony of Shadelport, and the north sea wolves have had many temporary settlements. These allow adventurers of Exile Island and the Empire to invade and plunder, but it's awful work. Many of these places are populated by various tribal beast abhumans, orcs and humans who were servitors of the ancients. Rarely, some ancient remnant or shadow controls a complex. In some cases more recent civilisations emerged and have since fallen into apocalypse. It's quite common for several structures around a public square with possibly rival inhabitants. In the mysterious west their are large areas ruled by reptilians and apes. In the warring east vampire bat cults sacrifice thousands. Not all the tribal locals are cannibal demon cults; some descend from the rebels who overthrew them. Instead, they dont welcome invaders any more than their homegrown tyrants. They know disturbing these ruins is dangerous and plunderers can release horrible old gods. Some inhabitants, seemingly animals, might be bred to have instincts to protect the shrine. Canals, streams, pools and water will be common

d12 Jungle Shrine Decor
1 Moss on surfaces and slime pools
2 Rivulets or streams of flowing water, sometimes wearing through rocks
3 Stone head or relief carved faces, human or monster
4 Relief art with hundreds of interlocking humanoid figures
5 Pillars with ancient historic script and art
6 Overgrown with concealing flora like vines, roots or fungus
7 Wall murals or relief carvings depicting ancient rituals and monsters
8 Shrine or idol to some mysterious petty godling or spirit
9 Skulls in piles or plastered in walls and around doors
10 Sinkhole to surface or to lower level, possibly used by locals
11 Snakes, frogs, bats, scorpions or spiders or invertebrates crawling around
12 Pool, fountain or well, often ornamental and ceremonial

d12 Jungle Shrine Hazards
1 Poison dart traps
2 Nests or colony of a swarm of pests
3 Pendulum or pop out spike traps
4 Deadfall trap or loose rubble or a falling spiked log
5 Spiked pit traps or chasm, concealed or flimsy bridge
6 Holes for nipping monsters
7 Pit of lava with flimsy rock or rope bridge
8 Curse or spell trap
9 Flooded area, possibly polluted or inhabited  
10 Poison fumes, flammable gas or diseased miasma
11 Webs and spiders  
12 Mud, slippery and may hide things

d12 Jungle Shrine Encounters
1 Tribal warriors (orc, human or abhuman beast folk)
2 Goblinoid tribe worshipping the ruins
3 Demonic human cultists
4 Swarm of vermin
5 Giant snake or reptile or amphibian hunting
6 Jaguar or tigers
7 Giant bug or worm
8 Carnivorous apes or terror birds
9 Ancient wizard and minion
10 Zombies or skeletons
11 Lesser evil spirit or poltergeist
12 Lesser demon

d12 Jungle Shrine Static Monsters
1 Mummies or other undead in sarcophagi
2 Undead animals or monsters or a composite beast
3 Sphynx or Shedu
4 Manticores or Chimera
5 Lycanthropes (jaguar, tiger, frog, snake, ape, bat)
Living statues or gargoyles or golems
7 Naga or Couatl or Lamia
8 Ancient prehuman wizard
9 Giant worm, leech or lamprey with wizard levels and once human
10 Shoggoth or other gelatinous horror full of eyeballs and mouths
11 Dragon or other large reptilian monster
12 Lesser demon with cultists (tribal or civilised invaders)

d12 Entry Content 
1 Collapsed side of a temple or pyramid, gaping structural hole. Often overgrown and scattered with bones and mud. The partially exposed chamber within the hole has several doorways and would make a good lair for a jungle monster
2 Sinkhole into the ancient temple cave beneath the surface. The opening might be concealed under vegetation or visible. Usually, a 30-foot drop with a pool at the bottom. Either this was a temple cave carved from rock or a buried built temple. Rubble and damage will be under the opening and vines and roots might help you climb in. Bats, vermin swarms or giant bugs might dwell inside and tribes might use as a well. Calcium formations might form over features 
3 Cave with relief carvings and guardian stelae or statues. The images are sexual or fearsome monstrosities and ancient text. Guardian statues or a magic trap may repel intruders. 
4 Pool with submerged passages. Swimming is required to enter, but the best could run a rope through for unskilled landlubbers. Ancient carved stones and pillars are visible under clear waters. A dangerous aquatic monster may well dwell here
5 Shrine chamber on top of the pyramid. It may be open or still sealed with an altar inside and a statue of a demon or divinity. Magical traps or animated idols, likely.  Deeper passages or stairs down may be under stone slabs. 
6 Skull shrine built of skulls with stone and mortar. Often cursed and protected by undead or spells. Skull arches over various doors into the deep
7 Ruined temple overgrown and badly damaged, but with passages into the deep. Idols and carvings of forbidden rites for horrid gods. Angry tribal skirmishers protect it from defilers
8 Plundered tomb with excavated entrance and rubbish. Possibly a vicious gang of cultists seeking magic or foreign plunderers who just want treasure. Will aggressively defend or might make a deal. Might even force the party inside to make them face traps and monsters. Occasionally, ghouls are the robbers and are looking for corpses to eat
9 Cave lair of a monster with a nest and possibly eggs or young. Dinosaurs, dragons, giant apes or some other creature with doors partly covered in faeces and bones. The creature might be out hunting
10 Vegetation-shrouded cave or structure requiring removal and searching to find. Plants may be more dangerous; a colony of carnivorous or dangerous plants, possibly several types, planted as guardians. Entrances need to be hacked open
11 Small tribal village of native humans, orcs or beast folk abhumans. Their priest occupies the entryway and limits who may enter. The tribe are either a demon chaos cult or hateful of foreign invaders, awakening stuff humans were never meant to know
12 Under the corpse or skeleton of a colossal beast. Either a giant skeleton over caves or holes into the deep or a rotting corpse with passages through it infested with huge maggots and flies. Giant vermin may lurk here, stripping remains or some larger dinosaur or even a tribe 

d12 Subroom Content 
1 Skull storage or ossuary
2 Shrine or idol
3 Undead imprisoned or reserved
4 Urns or pottery
5 Vermin nest and broken pottery
6 Jewellery on a body might be cursed or undead
7 Vermin nest or more snakes
8 Shelves of scrolls or tablets
9 Mutilated corpse ritualistically tortured
10 Pool or well and possibly a creature lair
11 Sarcophagi for undead or sleeping ancient
12 Trap to imprison an evil spirit, maybe in an idol or sealed pot

d12 Major Room
1 Mousoleum chamber with burial niches, possibly sealed, may have a cadre of undead guards of a lesser type
2 Temple chamber with altar and a fierce alien idol. May be cursed or have a holy guardian spirit or construct. Might also have undead priests or tribal demon cult who still use it
3 Torture chamber with gruesome torture stations, cells, pits and gruesome remains of flayed and dismembered corpses. May be haunted or in use by cultists to please their sadistic gods
4 Monster Shrine with ornate art depictions of a species of monster and even a sunken pit for actual creatures, with a crude effort to make it pleasing to the beast. The creatures may still live here out of habit or cultists may care for them here. The monsters could also be mummified dead also
5 Observatory with either a dome with viewports of the sky or astrological charts on the ceiling. May be telescope, an astrolabe model of the cosmos, piles of records and a scrying chamber with an evil magic orb. Images depict the heavens, the planetary gods and the spirits of the stars, the sun and moon. Prophecies may be noted for some future that has become just the near future 
6 Flooded chamber sunken with visible broken statues and pillars on the bottom. Dangerous creatures may use it as a lair, and it requires a swim to reach the passages out
7 Bath house or sacred pool, likely lair of a creature or possibly undead or nature spirits. Beings in human form might try and lure adventurers in the pool, perhaps with treasure or claims of healing powers
8 Library with collapsed shelves of rotting hide scrolls and stone tablets. Vermin nests may lurk here, but also phantom spirits of librarians of old, possibly non-human, may protect the remains. Arcane and religious lore could be recovered here 
9 Puzzle Room with elaborate art or baited to lure in idiots and let those who solve the puzzle to pass. Failure often activates a trap or the room is a trap that seals and has a time-based peril. Lava, water, snakes, undead, crushing walls or roof, gas, spikes, etc. The room is designed to be passed by those with the right knowledge 
10 Death Pit Chamber with a huge pit with a limited or risky crossing. The pit has a peril such as poison stakes, snakes, lava or monsters. Its a bad place to be attacked while crossing 
11 Wizards Lab, where ancient wizards made magic and performed alchemy. Magical constructs, undead, oozes or modern explorers here for secrets. Remains of an apparatus, magical experiments and forbidden lore may be found 
12 Slave Pits where tormented captives were kept in locked pits. Many now hold skeletons or even the undead. Other remains are chained to walls or in hanging tiny cages. Cell pits may be dark or flooded or hold a horrible creature or experiments

d12 Feature Room
1 Ancient Vault with a huge sealed door weighing tons and trapped with magic. Inside will be a final guardian automaton, demon or undead. May require magic or a puzzle or multiple keys to open
2 Throne room with a raised area with an ornate throne with skull and demon motifs. Tribal abhumans, orcs or humans may use it or cultists. Monsters or undead may also be likely. Guard minions and possibly a dangerous pet
3 Ball court or combat arena. A sunken pit where bloody ritual sports or gladiators fight to death while the elite watch. Some prefer animal fights or just see monsters eat people. Wizards might also battle with spells or summoned creatures. The ruler will have their own balcony. Maybe a cursed remnant, an undead, a monster, tribal cultists or humanoids might still use it. Even civilised pirates might occupy this and run for blood sports. May even be a crowd to watch
4 Sacrificial pit chamber where victims are thrown into a terrible pit in ceremonies (or lowered in a cage or chains. Room for chanting cultists to see the victims screaming. The pit may have a monster, spikes, lava or be flooded with creatures swimming in it. All may be long dead and gone, leaving cursed undead or may have a living cult or tribe. Victims may be about to be killed. Treasures are also thrown into the pit 
5 Summoning pit where alien beings are drawn to the world and imprisoned or enslaved. May require rituals and paraphernalia. Magic circle symbols may trap otherworldly beings, even if summoners are long gone. Summoned beings or cultist summoners may be here or invading foreign wizards. Valuable goods or prisoners may be here to bargain with beings or pits of raw materials for elemental beings
6 Great mushroom chamber overgrown with giant fungus and slime. Glowing spores float in the air like mist. Fungal and slime creatures dwell here, but also giant vermin live among them. Other creatures may come here for rituals using the magic fungus. Undead here will be fungoids and not unholy or supernatural evil 
7 Vegetal chamber, possibly with cracks in the roof for light or magical lights. Plants and vines cover the chamber, and there will be some pools or flooded lower floor levels in places. Plants may be carnivorous or hostile, but may be infested with dangerous creatures like apes or snakes or killer frogs. Tribal people or cults might use the chamber as a sacred place. Dangers here will have protected treasures from thieves
8 Underworld gate, a literal ornate gate at the bottom of a slope or stairs. There may be vapours from the underworld here and ornate cult art. Some may be flooded with a wharf and an ornate funeral barge. Ancients used this for rituals and to communicate with the realms below. May link to volcanic caves and sinkholes in the area, and various wild creatures. May link to deeper prehuman civilisations of abhuman beast folk and their pets. Possibly used for ritual sacrifice or a ritual ordeal to breathe the fumes. Cults may be long gone and undead or active living tribal humans or abhumans
9 Crystal Chamber with exotic, huge crystals and trickling pools. There may be crystal beings or they might be a magical machine with some purpose like divination, spell storage or absorbing magic. Cultists or foreign wizards might come to steal or learn. Crystals might be carved into relief scenes or skulls or something else. Crystals might communicate thoughts or cause confusion.
10 Machine chamber with an ancient magic apparatus built with alien magic. Maybe seeming mechanical or glass or biological. Maybe for making monsters or magic items but it requires souls of gems to fuel. Ancient guardians might protect it or it might be self-aware. Foreign wizards or local cults will use it. A control altar studded in gems will have weird effects if meddled with
11 God Pit is a pit imprisoning a forgotten godling from beyond. It may be chained, under a holy rock, in a magic circle or trapped in an impotent form. The god may send dreams to lure rescuers here or other mental effects. There may be guardians to keep the god imprisoned such as constructs or a tribe of protectors. The god may also have a treasure, or its prison has tempting valuables that removing empower the prisoner 
12 Portal room is a stone archway in a ornate chamber. It may be broken or link to a far away temple, the ancient past or another plane.A guardian construct or planar being might dwell here and cults or foreign plunderers might be here too. Opening the portal risks beings from other side or a fast way to cross the world

Monday, 30 March 2026

Wanted to buy and run in 26































All in $AUD oz dollaroos
Obviously, I'd love free copies or gifts, and I will write reviews
or why not lease some of my tables...

I seeing less stuff id like.

Post your hot tips for 2026.

I really wanted gangbusters but post fee is terrible
OSE and shadow dark have terrible post rates but OSE finally got in shops here and even with post was better value

Shadowdark is nice and playable but price is terrible and unwillingness to deal with small shops here has made it hard to find and 130 bux still is shitty. Its designed to be a cash cow but i have some respect for its formula and success. Quite a few games do this, really.

At least new ozzy orc con giving me chance to run weird con one-offs

Halfway reading big dolmenwood book.

Most wanted:

Grim Hollow: The Players Guide - Ghostfire Gaming (probably the best 5th ed stuff)
-a few copies lefty in market from 50-70

Old School Essentials: Advanced Fantasy: Referee's Tome
- paid for once and ripped off from usa
- Within days of being back in shops saw fb local selling and got good price but post up now
- any in this series: official adventure scenario (https://necroticgnome.com/collections/ose-adventures). Id like descriptioons between dcc and ose style i think.
- gods of forbidden nth vol3 is a big dream too
-got for 56, including post vs a good sale one just back in stock 65. Some charge 90. Post from USA was worse.

Amazon, Noble Knight Games, LuLu.com and drivethrough all have good post rates. I got 2- UK pounds of books with 50 for post, and has not left the warehouse for 2 months. Mostly europe and uk better, hong kong good for minis and model stuff.  

Tempted by the D&D5-based traveller KS

Just nabbed Dragon Delves for half shop price and will review.
Had a first 5th ed dragon fight as a DM and feeling better about making interesting fight pacing

Other wishlist stuff

DCC rpg the tome of Adventure vol 5, 6, 7, 8, 9 (sometimes only 60)

Fallot RPG on my list for a while and PDF bundle will help me choose which to buy

Chaosium (usually 70-90)
My interest in RQ and Coc has diminished from toxic fan culture and painting indigenous beliefs as fodder, sometimes demonising poor or marginalised ppl. Lots of HPL fans are far worse than HPL ever was. I have found 7th ed to have more bloat and changed the game to be more pulpy, more complex and extra character gen steps so nobody wants to die. I have all old pendragon but im glad there is a resurgence. It and Prince Valiant were the origional story rpgs.

Arkham Hardcover
Cults of Cthulhu Hardcover
Chaosium Call of Cthulhu The Malleus Monstrorum Keeper Deck
Chaosium Inc Call of Cthulhu Starter Set: Tabletop Roleplaying Game Box Set
Age of Vikings Hardcover
Pendragon Starter Set
Pendragon: Gamemaster's Handbook
Pendragon: Core Rulebook
Pendragon: Gamemaster Screen Pack

If a good price
Dungeons & Dragons Elemental Evil Princes of the Apocalypse (45?)

Actually two books im looking forwars to and other stuff has been on sale so often i got most of the books way below normal shop prices. Simply being easily available is good too, Im interested in elemental princes and storm kings thinder and dragonheist because they are on sale and not to run them as given. I dislike maps. Theros was first d&d 5 book i got + had dyson maps.  

I want the upcoming wizard book and ravenloft book for 5th ed
They need a book on gods and all cleric types.

Games i would run

I prefer my EMO homebrew being revised for Chagrinspire Part 4 and Auldwood.
Also getting post-apoc urges. 

D&D Adjacent
D&D5 (Theros, Ravenloft, Greyhawk, Grim Hollow)
D&D BX
Oldschool Essentials/Midderlands setting
Dolmenwood

Maybe
Dungeoncrawl Classics DCC or Mutantcrawl Classics MCC
My Homebrew retro clone, several settings and post-apoc gamma world versions
Warhammer Fantasy Roleplay - using an old edition
Gangbusters - can be played as a tabletop 1920s combat game with two teams or rpg
I'd consider Mork Borg or Shadowdark, but I don't have them and think overpriced

GAMMAWORLD - d&d like post apoc, the grandaddy of all post apoc fantasy games
Metamorphosis Alpha - d&d like exploring a generation ship as clueless savages gone feral, possibly the first SF Game

Chaosium COC/BRP/RQ
Call of Cthulhu /Basic Roleplaying Game/RuneQuest-based
-1920s Arkham Sandbox - live and work in haunted new england 
-RuneQuest Glorantha - Bronze Age fantasy classic
-Historic settings: Rome, Greece, Babylon, Vikings, Gaslight, Dark Ages
-Scifi using Ringworld version of BRP but more like 2300 and Aliens or cyberpunk
-Roadwar car combat post-apocalypse cyberpunk based on Jack Yeovil GW Dark Future books
-Used with Cthulhu and BRP Superworld for a gritty Zenith-inspired superhuman spy game

Pendragon (simpler d20 version of BRP)
- literary chivalric knights who don't always act as they should or the player would like
-Every session is a game year in a possibly 75-year campaign where you play 3 generations

TSR Marvel Super Heroes
-Everything for it has been free online for decades
-can run as a huge battle royale (ive used Secret Wars 2) with 12 players using heroclix figures
-can run as an ongoing campaign (one lasted 20 years, played since 84, simple d100 game)

Update
Got OSE ref book and land of eem co ing loca post rates

6-Room Dungeon 5: Glacial Chasm



1 Redbrick
2 Goblin Mine
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

Redbrick episode has some great comments and a map made by a reader. 1 million xp for every dungeon map you make. Im sure your DM will be fine with your level-ups.

As I write these, I refine what some elements mean. When I've done these, I will revise and compile. The first monster table is for wandering monsters and minion types. Will revise so the final room is a more obvious boss fight.

I could do for each zone type:
Rumour table
Mission table
Door or corridor types
Treasure
Dungeon intelligence? 

Suggestions welcome
Will keep it simple and maybe revise some of the older, bigger versions later.

Glacial Chasm
This was the state of much of the world once in the age of stone and bone. You can still find them in cold regions, mountains or even in winter locally. These frigid crevices are havens for ancient creatures rarely seen in most lands. Some spawn seasonally and even grow as new passages melt or creatures may even expand them. Compared to other zones, the inhabitants are less likely to not be cooperative and might be indifferent or hostile. The dungeon type is in some ways more like wilderness, but some more deliberate and dungeon-like with a purpose. Peoples come here to learn of the past, including wizards who seek the foundations of their craft


d12 
Glacial Chasm Decor
1 Columns of ice

2 Frozen standing corpse, often lots of meat chewed off
3 Stained snow d4 1=red 2=yellow 3=black 4=green
4 Huge icicles
5 Soft, fluffy snow or ice crystals
6 Muddy stream with loose gravel
7 Dripping icy hole
8 Ice over water, possibly with an opening
9 Frozen corpses under the floor
10 Chasm with ice bridge
11 Stunning ice crystals or formations
12 Iceflow covers the passage or door

d12 Glacial Chasm Hazard
1 Natural deadfall of ice or avalanche
2 Thin ice over d4 1=pit 2=pit with icicles 3=cold water 4=shaft to lower level
3 Slippery slope into 1=pit 2=wall of icicles 3=icy water 4=lower level
4 Icicle fall
5 Sleeping monster
6 Qake and falling ice and rifts
7 Survivor shack with deranged residents
8 Icy wind chill save or d3 damage (1 in winter gear) 
9 Ice, cold or winter monster lair
10 Volcanic steam vent and melting ice
11 Dangerous ice bridge over a chasm or icy water
12 Portal to elemental planes of ice and cold or icy hell

d12 Glacial Chasm Monsters
1 White apes or yeti
2 Wolves, possibly dire or supernatural
3 Elk or stag folk
4 Ice or steam imp 
5 Mammoth or woolly rhino
6 Goblin or orc gunters with pets (wolves or giant bats)
7 Terror birds or giant albino cave penguins hunting
8 Ogres or a hill giant or a cyclops
9 Herd beast 1=cattle 2=elk 3=giant goat 4=auroch herd
10 Snow leopard or sabretooth ambush
11 Bear d4 1=black 2=panda 3=brown 4=cave 5=polar 6=giant ice koala
12 Humanoid ice folk, cave folk or ape folk

d12 Static Monsters
1 Ice toads
2 Ice Trolls
3 Ice living statue
4 Ice mummy, possibly with minions
5 Wendigo humanoid or gnopkeh (cross woolly rhino and basilisk)
6 Ice golem or ice crystal animals
7 Ice devil or Ice Nymph and followers
Ice worm or woolly horned serpent
Frost salamander or giant ice lizard
10 Cold or ice or air or water elemental
11 Frost giant with pets and followers
12 White dragon on treasure

d12 Entry Content (roll d4 extra doors)
1 Dripping glacial cave with meltwater pool, beautifully sculptured and other worldly. Eerily calm and tranquil. May be empty, have some random monsters camping or perhaps a supernatural spirit or faerie folk
2 Crack in ice wall through the ice into ancient glacial caves. May be trapped or have a deadfall or other hazard to reach interior
3 Chilly ice cave with gravel and icy slurry. Loose chunks of ice drop as thaws. May be lair of some prehistoric beast and remains of kills visible. An older passage beyond continues
4 Iced over frozen water entry into an ice cave, ice is too thin for an armoured human with a burden. May be covered in powdered snow and hard to detect without cold-weather experience. In some cases, an aquatic guardian might live in the water or even a hungry monster
5 Ice cave in the bottom of a steep chasm exposed by an ice quake. A great shaft could be climbed but easy with ropes and planning. A guardian might lurk at top or bottom. Some ice might fall and the wall might shake for an added moment of drama
6 Ice worm burrow entrance made by giant creatures. It may have breached an older ice cave system, possibly artificial or ruins. Iceworm may be around and left eggs or infants. Other creatures might use the chamber or live in the shadow of the worm, eating lesser vermin that pester the worm
7 Ice mine chisled out by humanoids trying to extract something like a frozen mammoth for meat, precious ice crystals or to make an ice tomb. May have accessed older tunnels or built the complex
8 Entry carved into a huge ice skull. Inside is a deeper passage, a meltwater pool and rune carved dolmen of ice. Was this made by hands or supernatural influence. Other shrine decor here and possibly some kind of guardian being like an ice golem. Creatures or humanoids or even a cult might be attracted here or even bloodthirsty adventurers
9 Ice crystal monoliths carved with symbols around an icecave. An extraordinary entry like a ancient barrow or hill temple complex but made of ice. May be inhabited by living peoples or ancient icy undead. Inside are other chambers 
10 Carved by ice giants, an ornate ice gatehouse occupied by a gang of servitors or perhaps the last giant or a pet. Huge ornate chamber with relief sculpture of ancient giant lords. They may have built complex or guarding it from humans
11 Ice crystal or stone monolith is a portal to an eternal ice dungeon realm. Usually access is limited with a small staging pocket dimension with a real passage to the other realm within. Such a dungeon will have strange properties with unmelting ice and stranger inhabitants and ice spirits
12 Carved with ornate elven style, as a wondrous faerie or spirit outpost. Ice is made to be unmelting and have properties of stone or wood. Has ice doors and windows and will have a guardian or magic trap even if long abandoned

d12 Subrooms
1 Tomb with an ancient frozen mummified corpse with stone tools and ochre
2 bottles or other objects holding evil spirits, hopefully for all time
3 Niche with furs and a campsite good to sleep in with support from hides and mammoth bones. Grindstones and some flint flakes
4 Cachet of d6 1=stone and bone tools 2=fish food 3=tusks 4=dried blubber 5=barley 6=seaweed
5 Meat locker full of frozen meat, dead livestock and possibly people
6 Airshaft or sinkhole to surface but a long climb
7 Pit of frozen sewerage
8 Pit full of bones
10 Pit with live creature or pet
11 Cage or pit with prisoner
12 Shrine with magical trinkets and crude idols

d12 Major Rooms
1 Great hall cave with fire, meltwater catchment, gravel floor where families of creatures once relaxed together here. Often, a fireplace and small huts of bone or hide. May be inhabited by living or dead monsters or wild creature as a lair 
2 Holy gallery with relief rock carvings, paintings, and clay sculptures. Rituals are often performed here with priests and ceremonial initiates into cave mysteries. There may be tribal folk here for a ceremony, an ancient cave spirit or a beast lair. Many ritual objects and art materials here
3 Bone room where prehistoric animals fell into a sinkhole or washed here after a disaster long ago. Looks like a scene of horrific carnage. Maybe bones or frozen gore piles. A creature might still be alive or an undead prehistoric beast or assemblage of body parts might form 
4 Butcher's cave with bloody bones, drying racks and tools with troughs for blood. Frozen bodies in rows, in blocks or on hooks. Pristine, clean or frozen blood everywhere. The butchers may be here at work and happy to butcher visitors too
5 Barren cave living creatures shun, but maybe haunted. Some remains or disturbing art might be a warning. Maybe curses or have a spirit here, perhaps it could be befriended?
6 Water cave with pools and perhaps a flowing creek or bigger. An aquatic monster is brumating here and will awaken if anyone moves or talks in the area. Maybe waterways flowing into the underland are used for trade
7 Burial cave with niches in stone for bodies with stone trinkets. An ancient mausoleum may have guardians or spirits protecting them from robbers or perhaps the dead are evil. Vermin might dwell here or ghouls
8 Prehistoric shrine with idols, ceremonial firepit and altars. May include ancestral remains and other treasures. May be inhabited by tribal beings or spirit who will be angry but may be appeased with communication. They might also be hungry or hateful of intruders
9 Fungus cave with giant and luminous fungi. Giant bugs, worms and maybe even goblinoids or brumating frog or lizard folk might live here
11 Cavern with mysterious deep pit into the depths d4 1=well 2=portal 3=lava 4=cavern leval 5=prehistoric ruin dungeon 6=prehistoric undead pit with treasure 
12 Ground down, worn basalt ruins covered in dripping ice, pillars and pylons with prehuman runes. Strange altars with symbols and niches gems on the top had some purpose. Other niches for skulls in pillars might exist for more bloody cults. A prehistoric construct might guard here or perhaps adventurers camping or some faction seeking ancient lore  

d12 Feature Rooms
1
 Crystal cave with waterfalls, crystals may be dangerous or affect the mind or magic. It may have strange harmonics. A magical monster lives here, maintained by the local manna fields
2 Tar pit of black sludge with skeletal or fleshy remains in it. Some came here for tar to make torches or waterproofing. Others to collect flammable oil. At some time cult rituals here created a tar horror amalgam of corpses that now adds to its mass of gore. On a bad day cultists are here sacrificing or worshipping as the tar horror appears. Dangerously flammable with pools of rock oil
3 Sinkhole from main level has collapsed into an ancient cave or prehistoric temple at the bottom. Hostile wizards, ancient undead or spirits may lurk here. Possibly, this recent cave opening has awakened an ancient evil frozen for thousands of years. May be partly flooded or have a pool damaging ancient mummies
4 Haunted ice tomb carved by tribal humanoids or civilised peoples. Door will be a massive slab, possibly trapped and protected by magic. Inside ancient undead or competative arcane plunderers. May be a central crypt and or burial niches
5 Faerie Stronghold with magical unmeting ice used by winter court faeries and sylvan folk. Might have modified a previous chamber seasonally or it may be an ancient ruin. May have magical defences and may have living or undead occupants. May have been an outpost for renegades or some faerie kingdom intruding into the world. The most powerful inhabitant will use powerful magic. There will be many petty magical trinkets and faerie luxuries here 
6 Frozen prison made to keep some beings imprisoned. Proisoners will be trapped in ice columns in rows. There may be a magical guardian warden but it may have recently failed and prisoners are thawing out. These ancient beings will be prehistoric horrors unseen for ages. They may have been raiding outside and have some prisoners and treasure
7 Thawing monster of the ancients, possibly trapped deliberately. The creature is huge and semi-exposed, possibly in magic ice. Other creatures, cults or explorers may be trying to help it or seal it. Some might be harvesting it for meat or occult materials. The creature is a type unseen since prehistoric times and would certainly be a menace if it awoke
8 Imprisoned elder god trapped in magical ice or in a magic symbol with warning signs and spikey hostile architecture made to warn future peoples. May have a guardian or attracted servitors or worshipers who seek to free it, possibly unknowingly. The creature is hideously otherworldly and might summon allies to out world
9 Some magic apparatus here needs repairs and special fuel and has an artefact like magic effects over the region. Requires months of study to comprehend and start operation. Wizards or cultists will be here to restore the machine. Maybe an artificial god, a gigantic colossus, a magic item factory, an apocalypse engine or worse
10 Temple complex with savage finery, rune-carved monoliths and a crude stone altar. Ancient spirits, undead or some cult may be here. An ancient construct or holy guardian may remain guarding ancient treasures
11 Stone moulded by stone age sorcery with prehistoric arcane sigils on the walls, where cave wizards once lurked. Some are long sealed with haughty wizards inside undead or sleepers. Explorers may be trying to open or perhaps residents inside has called out through dreams to find dupes to release them
12 Portal Chamber where a cult or wizard faction try to activate an ancient portal to travel or summon something. The portal might be usable or require some work to activate but strangers are not welcome unless they bring portal parts or fuel (blood, gems). If another plane connected beings from there may be guardians like salamanders or ice devils

Saturday, 28 March 2026

Recovered Treatments



Kicked off FB and favce scanned by the zuckborg. Apparently, they have been hitting people all year like this. Worded realy badly. Jumped from me typing to me appealing something and getting scanned. Ive had acc longer than 16 years sigh but possibly part of age varification cramping adult internet here or current politics. And back again and a friend missing just ghost tags on comedey scene pix. Reactivated my Tumblr and might use that more. Found some stuff i forgot i wrote. Was for a historic rpg but im not edgelordy enough and too woke. Probably for the best. 

Past the halfway mark, reading Dolmen Wood as bedtime reading.

The Dread of Wolf Lake
England 1630s Wiltshire County

Wolfbury Village is a small farming village with a church, blacksmith, a tavern, a patch of forest, a small lake and local manour house. The last wolf was killed 80 years ago. The new local priest has tried to be tolerant of maypoles and other local traditions but he is aware locals led by the blacksmith have been sacrificing silver and swords to the lake which he is less keen on. He will pay any suitable travellers passing through 30sp to spy on the sacrifices to identify them and believes their is a pile of silver and swords cast in the shallow lake bottom he hints might be of value.

Four monoliths each compass point of the lake are used to locate the place where goods are thrown in each full moon. Once troublemakers were bound and gagged and thrown in with rocks tied to them as a sacrifice here but now it is rare. Only occasionally does this happen now but it did happen to the last unpopular priest. The current cult practice of sacrifice is a remnant of a local religion from pre roman times.

On a full moon at the point where the monoliths line up a silvery disc is visible about twenty foot under water. Anything touching it feels gravity reverse and they surface in a thick syrupy lake inside the belly of an alien god. Inside the misty great flesh filled chasm is lit by bioluminescant bulbs hanging from the ceiling. Degenerate mutants living in flesh caves perform obscene rites and hoard ancient sacrifices dining of the gods flesh and any who don't fit in like that recent priest. The god eats the souls of any who die within and must be manipulated to open a portal back. Care must be taken to prevent the god entering the world and laying waste to all human life for miles.

Wolfbury Hall home of Lord Seton is the local manour. He is uninterested in visiting adventurers unless there is property damage or harm to persons or gossip about trouble makers. With former land and forests being declassified as royal there has been riots and trouble in the area. Coal miner riots and some troubles with puritans trying to stop maypole dancing has caused some problems also. Grain shipments have been hijacked by the poor. Any sign of problems and Lord Seton and his servants will come on horse to give troublemakers a thrashing and drive them off. Building workers cottages and fencing local land has made him unpopular. His lordship is quite willing to trump up charges of witchcraft if needed to burn any troublemakers.

Id use some of my Xor setting tables and mutations for this and some tables to generate horrible villages with secrets and encounters on the road in the era.

The Murder Islands
Australia 1629

Inspired partly by the later wreck of the Batavia 1628 where some passengers attempted to take the ship and flee to a new life somewhere but was wrecked off the coast of Australia. Stranded a reign of bloody murder ensued. Jeronimus Cornelisz had dreams of starting a kingdom and stranded soldiers on board under a pretext elsewhere. With a dedicated band of murderous young men, Cornelisz began to systematically kill anyone he believed would be a problem to his reign of terror, or a burden on their limited resources. The mutineers became intoxicated with killing, and no one could stop them. They needed only the smallest of excuses to drown, bash, strangle or stab to death any of their victims, including women and children. (Wikepedia)

I would like to write an adventure inspired by these events where the party are part of a rescue expedition, finding survivors split into murderous factions of cannibals and wizard cultists who will try and take their ship. Players would be involved in power struggle to rescue the surviving innocents and eliminate or capture the mutineers.

I would also include tables to generate more wrecks, castaways and strange islands.

Wednesday, 25 March 2026

6 room dungeon sample








I hope this all makes sense, and I will probably amend later
When I have a dozen of these ready, I will rewrite and compile

I might need a custom door table for each type
A simple quest for each also
Maybe even genre tropes
Options for sentient dungeons

The entries and the feature rooms might need some more detail
Possibly the Feature room basically needs a boss, a climax and a dynamic fight environment in keeping with modern ethos.

Suggestions wanted.

Quite a few of these mini dungeons refer to larger works I have done or some stage of production. Or grab extra genre stuff for these from this blog on a theme.

Monday, 23 March 2026

6-Room Dungeon 4: Magic Mansion




























1 Redbrick
2 Goblin Mine
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate
------

Magic Mansion 
These are various magic mansions. Maybe haunted, faerie-tainted, home for mad inbred wizards or cursed. These can be expanded into sprawling palaces with wagons of loot, but this is suitable for a mini mansion, townhouse or a rural manor house with estate & tenants. Others appear overnight or come from dreamlands surrounded by mist. Some are extradimensional wizard homes unfolding from overspace and may be sentient. The decadent inhabitants are often mad or quixotic or becoming faerie-like. It could be a trap by a chaotic being, a mad god or a test. Sometimes, resolving a curse or killing the owner starts to collapse the building or causes it to start fading away. A tower would also work with a room per floor. Many weird, magical effects here might change a character rather than kill. Cursed characters will possibly join the residents. The true ruler of the house will be in the feature room. Will usually have a main servitor type like charmed peasants, spectral phantasms, clockwork folk, goblins they treat as an underclass

d12
Magic Mansion Decor
1 Framed paintings of d4 1=eccentric aristocrats 2=landscapes 3=pets 4=castle
2 Chrystal chandeliers with magic heatless candles
3 Statues d6 1=mythical 2=aristocrat 3=monster 4=servant 5=guard 6=heraldic beast
4 Pedestal with object d4 1=painted vase 2=nude figurine 3=beast idol 4=floral arangement 
5 Stuffed creature, or mounted head, or rug of some beast
6 Majestic marble fireplace with figurative designs
7 Ornate clock d4 1=metal carriage clock 2=grandfather clock 3 
8 Ancient sarcophagi ("with the curses still in it") or a mummified servant in a glass case 
9 Magic fountain, use per person per day d4 1=heal d4hp  2=holy water 3=bless 1hr 4=wine
10 ornate chairs or two, and possibly a small table
11 Pillars or columns
12 Huge decorated ceramic urns

d12 Magic Mansion Hazards
1 Living statue
2 Poltergeist or guardian spirit
3 Haunted artwork with a spirit or several living inside
4 Treasure trapped with magic
5 Treasure is a cursed trap
6  Animated armour and/or weapons
7 Trapped treasure on display
8 Time distortion field and weird flashbacks of rooms past
9 Magic sealed door
10 Illusions covering danger or to cause fear
11 Wall of force covering a danger or a doorway
12 Supernatural being imprisoned d4 1=imp 2=dryad 3=demon 4=elemental

d12 Magic Mansion Monsters
1 Lost outsiders 1=lost commoners 2=explorers 3=thieves 4=hirelings
2 Knights on a quest
3 Noble with enterprise exploring
4 Magical intelligent toys on an adventure
5 Invisible thief (possibly young wizard or elf)
6 Artificial servants cleaning who might call guards (golem, automaton, or alchemical) 
7 Illusory phantoms of guards or servants, possibly from fiction or a magic projection
8 Doppelgangers pretending to fit in as nobility
9 Mad rich wizard dandy  
10 Several mad wizards with a d4 magical servants and pets
11 Immortal or petty god visiting or trapped
12 Planar beings in human form and perhaps lesser servants

d12 Static Monsters
1 Mimic, trapper or cloaker
2 Animated furniture
3 Gargoyles
4 Sheet phantoms and ghouls
5 Several wizard familiars in private chat
6 Demihuman dandy or a small group
7 Wraith or spectre, often in an art object
8 Heraldic beasts talking or playing chess
9 Sphynx relaxing
10 Golem or automatons
11 Undead in human form
12 Dragon in human form

d12 Entry Content (roll d4 extra doors)
1 Ornate, dramatic hall with a feature staircase, it has many spirits inside from all the dramatic events that took place on these stairs
2 Entry hall with rows of suits of armour & heraldic sheilds. Often with a servant and or guards
3 Greenhouse entry with vegetation and animals. Often, a resident is here relaxing
4 Art gallery foyer with paintings and tapestries, a servant or a guest might be here, admiring art for a clue about the house
5 Gatehouse with guardpost and gatekeeper who defend the doors from scruffy door knockers and challenges visitors for credentials like nobility
6 Hall with ornate pillars, carpet and some steps for ceremonies, guards do impressive drills here often
7 Drawbridge over a chasm, spikes or water with a gate and guards. Gatekeepers and guards are suspicious of outsiders and thieves
8 Fortified gatehouse with murder holes over the entry and a secure hall, crew ready to pour boiling lead or boiling oil on visitors
9 Collapsed and boarded up gatehouse with vermin and intact side door
10 Hall with iron cage elevators, possibly an inhabitant operates them or they are broken and possibly dangerous. Spiders and cave fishers love the shafts  
11 Archway into walled courtyard with pool or fountain, some trees and upper guard walkway. Servants may be working on crafts, knights might joust, and hunters might be preparing expeditions   
12 Misty threshold hides great doors with three talking doorknockers who require riddles to open

d12 Subrooms
1 Servants bedroom
2 Oubliete, one person, a cell or a locked pit for a prisoner
3 Storage for servants' supplies or clothes
4 Small torture chamber or cell
5 Closet 1in6 with a secret passage
6 Room for vice d4 1=drug den 2=gambling table 3=bar 4=sex room
7 Water closet with mirror and toiletries
8 Nook for exotic pet
9 Nook for musicians
10 Walk-in wardrobe
11 Bathroom
12 Kitchen for snacks

d12 Major Rooms
1 Theatres or stage for music or theatre, instruments, costumes and sets stored too, performers might be getting ready for a show and audience coming
2 Library with huge shelves of books with ladders and walkways. A librarian watches the books but is not really human 
3 Parlour with chairs, art and tables for noble leisure, some inhabitants are relaxing here
4 Hall of bedroom doors, one may be a nursery
5 Drawing room for entertaining guests, a magical servant provides tea and sandwiches
6 Museum with displays of an eccentric collection, well secured in cases and possibly locked and trapped. Animated armour and weapons might lurk here
7 Menagerie with cages of exotic beasts, possibly in magical stasis. A servant keeper cares for them if required and chats to sentient ones like demihumans or shapeshifters
Vault and counting house for money, with bars and cells for goods. Lots of guards, locks and traps
9 Chapel with shrine, altar and priest chambers. Priest and servants may be here, possibly a family member or undead
10 Armoury with displays of archaic and exotic weapons. Often, with caged and locked racks with guards
11 Stables with stalls, stores and stablehand rooms. Maybe residents enjoying ponies or grooms caring for magnificent animals, possibly magical beasts
12 Service area with kitchen, pantry, washroom, servants' quarters. Sevants work, live and grumble about them upstairs

d12 Feature Rooms
1 Throne room with a processional carpet and a raised chair for the ruler with guards and entourage. Ruler may be here, dealing with guests or house matters.
2 Bathing Hall in ancient style with a large pool and smaller heated or chilled ones. May include a sauna. Some rulers spend so much time here that they run household affairs from here. May include family or lovers, servants or guests. May include an aquatic pet or water elemental
3 Ballroom for dances and functions with a stage for a band, with servants and guests when in use. The lord does their business from here constantly and dancers are busy performing all say. Impressive food and wine is laid on by servants
4 State bedroom, a semi-ceremonial master bedroom with room for servants. The ruler may be in bed with family and servants, and addressing matters of the house or guests
5 Salon, a relaxing area for the family to relax with lounges, decorations and some residents here looking extra relaxed, perhaps without wigs and makeup. They often have an entertainer or magician or a bard putting on a show
6 Torture chamber with prison cells. The lord can personally torment enemies with degenerate servants and minions. Many victims are imprisoned here, some who will reward or serve rescuers
7 Great Banquet Hall with a huge table and cabinets for tableware, with a huge fireplace. Many guests may be feasting with the ruler or perhaps a huge parade of food is offered to them while they reject everything. Guards deal with riffraff while important people eat till they are sick, and repeat. Hounds or other pets are often here with entertainers
8 Conference Room, where guests negotiate with maps of the realm. Will be vary serious and outsiders must be spies or plotters come to kill the nobles here
9 Games Room from an ornate chamber with a vast collection of games from different planes and lost civilisations. Larger rooms include a pit where servants can play life-size versions of games like chess. More bloodthirsty rulers have fighting pits or some have a sports field or jousting grounds. Games and cruelty on display might easily provoke combat like a ruler shooting fallen pieces in a game
10 Garden courtyard, seemingly huge with croquet, maze, fish ponds, greenhouse of exotic herbs and food. Faerie or tame animals might live here. Some may have a rich fantasy of a farm or a grotto with a live hermit for nobles to frolic in
11 Laboratory with alchemy apparatus, storage cabinets, taxidermy, telescope, astrolabe, abacus and other implements.  Half-grown monsters and servants grown in jars and other experiments are found here. It's a trove of magic loot and experimental potions
12 Occult ritual chamber with symbols on the floors to trap planar beings and with magic symb
ols and magic paraphernalia. Lord will be here working on a ceremony, possibly with magical servants